Fixed selection behavior: bounding box now correctly takes into account

transformations of the sources, and selects only those inside the
selection bounding box.
This commit is contained in:
brunoherbelin
2020-09-14 23:04:59 +02:00
parent 34659c4d8a
commit e03db22092
5 changed files with 46 additions and 20 deletions

View File

@@ -110,9 +110,10 @@ bool GlmToolkit::AxisAlignedBoundingBox::contains(const AxisAlignedBoundingBox&
if ( !intersect(bb, ignore_z))
return false;
if ( (mMin.x <= bb.mMin.x) && (mMax.x >= bb.mMax.x) &&
(mMin.y <= bb.mMin.y) && (mMax.y >= bb.mMax.y) &&
( ignore_z || ((mMin.z <= bb.mMin.z) && (mMax.z >= bb.mMax.z)) ) )
if ( (mMin.x < bb.mMin.x) && (mMax.x > bb.mMax.x) &&
(mMin.y < bb.mMin.y) && (mMax.y > bb.mMax.y)
&& ( ignore_z || ((mMin.z < bb.mMin.z) && (mMax.z > bb.mMax.z)) )
)
{
return true;
}
@@ -131,7 +132,7 @@ bool GlmToolkit::AxisAlignedBoundingBox::contains(glm::vec3 point, bool ignore_z
}
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::translated(glm::vec3 t)
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::translated(glm::vec3 t) const
{
GlmToolkit::AxisAlignedBoundingBox bb;
bb = *this;
@@ -142,26 +143,38 @@ GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::translate
return bb;
}
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::scaled(glm::vec3 s)
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::scaled(glm::vec3 s) const
{
GlmToolkit::AxisAlignedBoundingBox bb;
bb = *this;
GlmToolkit::AxisAlignedBoundingBox bb;
glm::vec3 vec;
bb.mMin *= s;
bb.mMax *= s;
// Apply scaling to min & max corners (can be inverted) and update bbox accordingly
vec = mMin * s;
bb.extend(vec);
vec = mMax * s;
bb.extend(vec);
return bb;
}
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::transformed(glm::mat4 m)
GlmToolkit::AxisAlignedBoundingBox GlmToolkit::AxisAlignedBoundingBox::transformed(glm::mat4 m) const
{
GlmToolkit::AxisAlignedBoundingBox bb;
glm::vec4 vec;
// Apply transform to all four corners (can be rotated) and update bbox accordingly
vec = m * glm::vec4(mMin, 1.f);
bb.mMin = glm::vec3(vec);
bb.extend(glm::vec3(vec));
vec = m * glm::vec4(mMax, 1.f);
bb.mMax = glm::vec3(vec);
bb.extend(glm::vec3(vec));
vec = m * glm::vec4(mMin.x, mMax.y, 0.f, 1.f);
bb.extend(glm::vec3(vec));
vec = m * glm::vec4(mMax.x, mMin.y, 0.f, 1.f);
bb.extend(glm::vec3(vec));
return bb;
}